Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# reason.ludic — LC1 reason-carrying teardown. One @OnDespawn hook, but it knows
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# *why* the entity is ending: `reason: r` binds an EndReason the compiler passes
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# at each teardown site. An in-world `despawn` passes EndReason.Despawned; program
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# shutdown passes EndReason.Quit (every still-live entity's hook fires at exit — no
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# silent deaths). The body branches on the reason, exactly as Unreal's
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# EndPlay(reason) / Erlang's terminate(Reason) do.
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#
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# Running it prints: 503 1009
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# 503 Enemy A despawned in-world (Despawned): drop its loot, 3 + 500
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# 1009 Enemy B outlived the run; at quit (Quit) it skips loot, 9 + 1000
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#
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# bin/x game-build bin/ludicc examples/reason.ludic /tmp/reason
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# /tmp/reason </dev/null
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program Reasons {
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property Health { hp: int = 0 }
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property Loot { gold: int = 0 }
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model Enemy { Health, Loot }
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@OnDespawn(Enemy, reason: r) handler Clean {
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match r {
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EndReason.Quit => { print(Health.hp + 1000) } # app closing — don't bother dropping loot
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_ => { print(Loot.gold + 500) } # died in-world — drop the loot
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}
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}
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handler Seed phase Start {
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spawn Enemy { Health { hp: 7 }, Loot { gold: 3 } } # A
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spawn Enemy { Health { hp: 9 }, Loot { gold: 4 } } # B
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}
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handler Run phase Render {
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var first = 0
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for (e) in query [Health] {
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if first == 0 { despawn self(); first = 1 } # despawn A -> Despawned -> 3 + 500 = 503
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}
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quit() # B survives -> Quit -> 9 + 1000 = 1009
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}
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}
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